v3d: Rematerialize MOVs of uniforms instead of spilling them.
If we have a MOV of a uniform value available to spill, that's one of our best choices. We can just not spill the value, and emit a new load of the uniform as the fill. This saves bothering the TMU and the thrsw, and is the same cost in uniforms (since the spill offset is a uniform anyway). This doesn't have a huge impact on shader-db, since there aren't a whole lot of spills and we usually copy-prop the uniforms at the VIR level such that the only uniform MOVs are from vir_lower_uniforms: total instructions in shared programs: 6430292 -> 6430279 (<.01%) total uniforms in shared programs: 2386023 -> 2385787 (<.01%) total spills in shared programs: 4961 -> 4960 (-0.02%) total fills in shared programs: 6352 -> 6350 (-0.03%) However, I'm interested in dropping the uniforms copy-prop in the backend, since it would be cheaper to not load repeated uniforms if we have the registers to spare. This also saves many spills on dEQP-GLES31.functional.ubo.random.all_per_block_buffers.20, which is what motivated a bunch of my recent backend work in the first place: before: 46 spills, 106 fills, 3062 instructions after: 0 spills, 0 fills, 2611 instructions
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@@ -1152,4 +1152,8 @@ vir_BRANCH(struct v3d_compile *c, enum v3d_qpu_branch_cond cond)
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vir_for_each_block(_block, c) \
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vir_for_each_inst(inst, _block)
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#define vir_for_each_inst_inorder_safe(inst, c) \
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vir_for_each_block(_block, c) \
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vir_for_each_inst_safe(inst, _block)
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#endif /* V3D_COMPILER_H */
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